Raise an Anomaly Food: What It Does and the Food List
Food levels baby anomalies and can raise size and cash output. Get the Raise an Anomaly food list, feeding steps, and food sources — prices are session snapshots.
Quick answer
Food is the resource layer of anomaly growth: the official loop line is “Feed baby anomalies to level them up,” and feeding can raise an anomaly's level, size, and observed cash output — a grown anomaly earns more per second, which is why an unfed lab stays poor. Feeding is distinct from incubation: eggs grow on a timer, while levels come from food after the hatch. The game does not hand you a complete XP table, so the practical measure of any food is the level and income change displayed on your own resident after feeding.
- Confirmed: feeding levels babies after a hatch. Feeding can also increase level, size, and observed cash-per-second output.
- Known food items: burgers, pizza, sandwiches, Eyeball Soup, Swamp Soup, Alien Burger, Tentacle Pizza, Fairy Cake, and Cursed Cake. The steak in official feeding artwork is not a confirmed shop item.
- There is no verified XP table — feed one item and read the displayed level change before buying more.
- Food comes from the in-game Food Shop and from codes — the active code on the Codes page currently grants 1 Fairy Cake.
- Prices and gains change between sessions and servers; every number on this page is a session observation, not a fixed value.
Known Raise an Anomaly food items
Comparison
| Food | Where It Appears | Status And Session Notes |
|---|---|---|
| Steak | Official feeding artwork only | Not a confirmed shop SKU — treat it as artwork |
| Burgers | Food shop; community wikis | Starter food; feeding observed to level anomalies in gameplay |
| Pizza | Food shop; community wikis | About $100 observed in one session; feeding observed to level up |
| Sandwiches | Community wikis; gameplay | Feeding observed (“Eat these sandwiches”) |
| Eyeball Soup | Food shop (later progression); community wikis | $10,000 observed in one session; that session saw it level SCP-079 eight times |
| Swamp Soup | Code rewards; gameplay | Purchased and fed in gameplay; one expensive (~$100,000) soup purchase yielded only a small income gain |
| Alien Burger | Food shop (late gameplay) | Most expensive affordable item in one late session; barely produced visible levels on one resident |
| Tentacle Pizza | Food shop (late gameplay) | Feeding raised several residents' cash-per-second substantially in one session |
| Fairy Cake | Code reward / group shout of 16 September 2026; 240 Robux in one session's shop | The one officially announced food; no XP value observed |
| Cursed Cake | Reported code reward | Listed as a code reward food item |
Prices and gains change between sessions and servers, so treat every price above as a session snapshot rather than a fixed value. The session outcomes listed are illustrations of what feeding did in that run — not per-food stats. Each food's exact XP value remains unobserved, and the game itself displays no universal XP chart.
Fairy Cake: the officially announced food
Fairy Cake is the one food named in an official-adjacent announcement. On 16 September 2026 the group shout announced "New Food Fairy Cake" together with a new code that grants 1 Fairy Cake, and the codes hub listed it as the active food code. Redeem the current string through the game's Shop code box, then use the cake as food — an event-prep checklist simply counts a redeemed cake as "Already redeemed, used as food." No XP value has been observed for Fairy Cake, and being new does not make it the best item in the shop. Beyond the code route, one gameplay session also bought Fairy Cake directly for 240 Robux and used cakes to push anomalies to their displayed "level 10 max" cap.
How to feed an anomaly
Roadmap
- 1
Hatch and place
Get a resident onto the plot
- Hatch an egg
- Place the resulting anomaly in an open lab slot
- 2
Buy in-stock, affordable food
Something your lab can pay for
- Visit the food shop shown in the game world
- Buy an item that is in stock and affordable for your lab
- 3
Feed the intended resident
Food lands on the anomaly you want to level
- Carry the food back and use it on the resident you want to level
- Stand close to the intended anomaly and confirm the interaction points at it before feeding
- 4
Test with one item
Read the result before spending more
- Feed one item first
- Read the displayed level change on that resident
- 5
Check the visible result
Confirm the food moved something
- Check whether the resident's size changed
- Check whether cash-per-second output changed
- 6
Spend the rest only if justified
Protect your cash
- Spend the rest of your inventory only if the visible result justifies it
Run the same checks around every purchase. Before buying: is the item in stock, and can your lab afford it? Before feeding: are you targeting the intended resident — in a crowded plot it is easy to feed the wrong creature when several overlap. After one item: how many levels did the game display? After leveling: did size or cash-per-second output change? Before buying more: is this still the best use of your current cash? Feed a newly hatched anomaly at least once as part of the first steal-hatch-feed-collect loop.
Choosing food: no verified XP table — read your own result
There is no verified complete XP table for Raise an Anomaly food, and the game does not display a universal XP chart. Feed one item and read the level change shown on your own resident before buying more, and skip unofficial XP charts that claim completeness. The shop offers cheap early foods and much more expensive items later in progression with different visible level gains, and prices and gains can change — do not build a budget around numbers copied from another server.
Session footage shows both directions of "expensive means better." In one session, a $10,000 Eyeball Soup leveled SCP-079 eight times. In another, an alien burger barely produced levels, and a $100,000 soup purchase moved a resident only from $2,000 to $3,000 a second — "Maybe that wasn't worth $100,000." Treat those as single-session illustrations, not stats. Ignore the fanciest item name; what matters is how the food on the shelf affects the resident in front of you.
Feeding also has practical ceilings and slow cases: one session showed anomalies reaching a displayed "level 10 max" after cake and pizza, and some small or low-output residents showed no visible growth from cheap food, leading players to try pricier items instead.
Choosing whom to feed
Pick feeding targets by output and stage. Check cash-per-second before choosing who eats, and start with a resident you intend to keep — testing one cheap meal on a new hatch is fine, but continuing without reading the result is where money disappears, and feeding a creature you are about to sell wastes cash that could prepare its replacement. When rationing the last item, feed the baby closer to an adult frame. Feed the anomaly that is already on the plot before stealing a second egg: a fed baby is income, an unfed baby is a decoration.
Feeding a strong earner compounds. In one session, tentacle pizza fed to several high-income residents made each cash figure jump — for example, 500,000 to 1.9 million — and another player stockpiled eyeball soup for a resident making $2,000 a second. As a lab diagnostic: if the plot has babies that stay small, food is the missing spend.
Where food comes from
Food comes from two confirmed channels. The primary one is the in-game Food Shop in the game world: it can carry burgers, pizza, sandwiches, and Eyeball Soup, and it uses a stock system, so a particular item can be unavailable during your session. When a food is unavailable, do not wait beside the shop — use the gap to train on the treadmill, collect income, hatch a waiting egg, or buy another affordable item.
The second channel is codes, redeemed through the Shop button's code box on the left side of the screen: the active code grants 1 Fairy Cake, and code rewards can include food items such as Cursed Cake and Swamp Soup — see the Codes page for the current string.
A third lever exists in the gamepass list: X2 FOOD STOCK ("Permanently get 2x food stock!"). The 16 September 2026 API snapshot marked it not for sale, so do not plan around buying it right now — check the gamepass list in-game for its current status. Until it returns, keeping stock is a lab discipline problem: buy food before long stretches away from the plot so your residents do not idle unfed.
Growth labels, stalls, and what feeding does not replace
Official art shows growth through several labels, and feeding relates to them differently. Age art (Age 1 in a bath versus Age 100) is a different label from Level art (Level 1 / 50 / 99999); both imply time plus care, and neither prints an XP number. It is not confirmed whether Level, Age, and Day are separate meters or one number that rises when you feed after a hatch. The practical play rule: after hatch, feed until the model matches a later official frame — if the number ticks without a morph, keep feeding; if the morph jumps without a number, the feeding still worked.
On caps, the game has shown inconsistent signals: official art markets a Level 99999 ladder, while gameplay has displayed a "level 10 max" after feeding. The actual per-anomaly cap and XP curve are not published, so treat the cap your own resident displays as the one in effect.
Growth stalls for identifiable reasons: the food stock is empty (the most feeding-related cause — a pass that auto-collects does not replace feeding, and empty stock still stalls levels even if cash is scooped instantly), the egg is still inside its hatch timer so no level ladder has started, or you are comparing your own baby to another player's adult.
